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synced 2025-01-22 02:17:18 +01:00
Started refactoring mesh data resource editor's gizmo.
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@ -1,6 +1,8 @@
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tool
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extends EditorSpatialGizmo
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var MeshOutline = preload("res://addons/mesh_data_resource_editor/utilities/mesh_outline.gd")
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enum EditMode {
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NONE, TRANSLATE, SCALE, ROTATE
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}
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@ -13,10 +15,11 @@ enum AxisConstraint {
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var gizmo_size = 3.0
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var plugin
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var plugin : EditorPlugin
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var vertices : PoolVector3Array
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var indices : PoolIntArray
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var selected_indices : PoolIntArray
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var selected_vertices : PoolVector3Array
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var selected_vertices_original : PoolVector3Array
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@ -26,6 +29,11 @@ var axis_constraint = AxisConstraint.X | AxisConstraint.Y | AxisConstraint.Z
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var previous_point : Vector2
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var is_dragging : bool = false
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var _mesh_outline
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func _init():
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_mesh_outline = MeshOutline.new()
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func set_handle(index: int, camera: Camera, point: Vector2):
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var relative : Vector2 = point - previous_point
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@ -103,29 +111,15 @@ func redraw():
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if mdr.array.size() != ArrayMesh.ARRAY_MAX:
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return
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var handles_material : SpatialMaterial = get_plugin().get_material("handles", self)
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var material = get_plugin().get_material("main", self)
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_mesh_outline.setup(mdr)
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add_lines(_mesh_outline.lines, material, false)
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if vertices.size() == 0:
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vertices = mdr.array[ArrayMesh.ARRAY_VERTEX]
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var material = get_plugin().get_material("main", self)
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var indices : PoolIntArray = mdr.array[ArrayMesh.ARRAY_INDEX]
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var lines : PoolVector3Array = PoolVector3Array()
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if indices.size() % 3 == 0:
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for i in range(0, len(indices), 3):
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lines.append(vertices[indices[i]])
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lines.append(vertices[indices[i + 1]])
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lines.append(vertices[indices[i + 1]])
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lines.append(vertices[indices[i + 2]])
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lines.append(vertices[indices[i + 2]])
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lines.append(vertices[indices[i]])
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add_lines(lines, material, false)
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var vs : PoolVector3Array = PoolVector3Array()
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@ -1,3 +1,4 @@
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tool
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extends Object
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static func add_box(mdr : MeshDataResource) -> void:
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@ -0,0 +1,14 @@
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tool
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extends Object
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static func get_vertex_to_vertex_map() -> Array:
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return Array()
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static func get_edge_to_vertex_map() -> Array:
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return Array()
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static func get_face_to_vertex_map() -> Array:
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return Array()
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static func calculate_map_midpoints(mesh : Array, vertex_map : Array) -> PoolVector3Array:
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return PoolVector3Array()
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@ -0,0 +1,50 @@
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tool
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extends Reference
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var _mdr : MeshDataResource
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var lines : PoolVector3Array
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func setup(mdr : MeshDataResource) -> void:
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if _mdr != null && _mdr == mdr:
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return
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if _mdr:
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_mdr.disconnect("changed", self, "refresh")
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_mdr = mdr
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if _mdr:
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_mdr.connect("changed", self, "refresh")
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refresh()
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func refresh():
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lines.resize(0)
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if !_mdr:
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return
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if _mdr.array.size() != ArrayMesh.ARRAY_MAX:
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return
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if _mdr.array[ArrayMesh.ARRAY_VERTEX] == null || _mdr.array[ArrayMesh.ARRAY_INDEX] == null:
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return
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var vertices : PoolVector3Array = _mdr.array[ArrayMesh.ARRAY_VERTEX]
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var indices : PoolIntArray = _mdr.array[ArrayMesh.ARRAY_INDEX]
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if vertices.size() == 0:
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vertices = _mdr.array[ArrayMesh.ARRAY_VERTEX]
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if indices.size() % 3 == 0:
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for i in range(0, len(indices), 3):
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lines.append(vertices[indices[i]])
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lines.append(vertices[indices[i + 1]])
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lines.append(vertices[indices[i + 1]])
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lines.append(vertices[indices[i + 2]])
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lines.append(vertices[indices[i + 2]])
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lines.append(vertices[indices[i]])
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